Quote from: Pumaman on Mon 20/03/2006 21:53:22Thanks, I'll go re-import everything then and see if that works (or, if you plan on implementing an indicator some time soon, I'll wait for that).
Current versions of AGS should automatically convert backgrounds to the game colour depth, so if you import one now it should get changed to 16-bit. This didn't used to happen so it might be that you originally imported the background with an earlier version of AGS.
Speaking of which - it would be rather useful if, in the sprite list, there was an indicator as to which sprites were in a different resolution (e.g. 640x480) or in a different color depth (because those are likely an author's mistake that is hard to see as of now). Maybe in the right-click menu "select all sprites with such-and-such resolution" would help.
QuoteMainly the amount of time it takes to quicksave anything. Come to think of it that could also be because my global script is rather large.QuoteI've rechecked the code and a quick save does not recreate that. What makes you think it's saving something that it shouldn't?
Okay, but isn't that the complete game data file except it's not linked to the AGS runtime? Does a quicksave have to recreate that?
QuoteWell, if you have some sort of application running that keeps backing up EXE files when they get deleted, could you turn it off or disable it for your game EXE?Not really - it is part of windows' really idiotic System Restore function, that is so integrated with everything that I have been unable to turn it off. When I manually delete big EXEs, I rename them first. I'll give split resources a try, though.
Speaking of split reosurces. This is probably a rather complex idea, but it would be really nifty for testing purposes if it were possible to upgrade things without having to redistribute the entire game. In particular, the global script or any particular room file. You're probably aware that Sierra games allow this (they always look for 'loose' resource files first, and if none are found they check their big library files; thus you can 'upgrade' any script by simply dumping a script file in the game directory). So I guess this would be something like "if a file 42.crm (or globalscript.txt) exists in the current directory, load that instead of grabbing it from the resource library".